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Introduce LightLoop output structure (bis) #755

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Jun 8, 2020
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Original file line number Diff line number Diff line change
Expand Up @@ -593,7 +593,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext,
void PostEvaluateBSDF( LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput,
PreLightData preLightData, BSDFData bsdfData, BuiltinData builtinData, AggregateLighting lighting,
out LightLoopOutput lightLoopOutput))
out LightLoopOutput lightLoopOutput)
{
AmbientOcclusionFactor aoFactor;
GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, preLightData.NdotV, bsdfData.perceptualRoughness, bsdfData.ambientOcclusion, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
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Original file line number Diff line number Diff line change
Expand Up @@ -3,10 +3,6 @@

float4 VFXCalcPixelOutputForward(const SurfaceData surfaceData, const BuiltinData builtinData, const PreLightData preLightData, BSDFData bsdfData, const PositionInputs posInput, float3 posRWS)
{
float3 diffuseLighting;
float3 specularLighting;


#if IS_OPAQUE_PARTICLE
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
#elif USE_ONLY_AMBIENT_LIGHTING
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